play and learn with learners to early form your design decisions

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Play and Learn about Your Learners to Early Form your TEL Design T. di Mascio, R. Gennari, A. Melonio, P. Vi@orini I. Marenzi 18.09. 2013 / Paphos, Cyprus TEFA Workshop

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The design of the TERENCE adaptive system and learning material, in particular, the feedback of the system to its learners, heavily rely on the user requirements emerging from the analysis of the context of use. This was specified via data gathered from domain experts and educators, as well as from learners themselves, in their school environment. These are young children, many and at school and hence the data gathering for them was gamified so as to engage them as best as possible. The results were picked up in the form of personas (and requirements) for informing the design and development of the adaptation mechanism and learning material. The slides presents an overview of this.

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Page 1: Play and Learn with Learners to Early Form your Design Decisions

Play  and  Learn  about  Your  Learners    

to  Early  Form  your  TEL  Design    

T.  di  Mascio,  R.  Gennari,  A.  Melonio,  P.  Vi@orini  I.  Marenzi  

18.09. 2013 / Paphos, Cyprus TEFA Workshop

Page 2: Play and Learn with Learners to Early Form your Design Decisions

Thread  -­‐  Outline  

 STEP  I  –  Introduc/on:  the  TERENCE  design  methodology  and  context  of  use  analysis    

STEP  II  –  The  design  of  adaptaLon  and  learning  material    

STEP  III  –  The  adapta/on  process    

STEP  IV  –  The  end:  conclusions  

Page 3: Play and Learn with Learners to Early Form your Design Decisions

The  TERENCE  Project  TERENCE  is  a  3-­‐year  collabora/ve  project    ‣  of  the  FP7  framework  ‣  for  Technology  Enhanced  Learning  (TEL)  ‣  with  12  partners  and  2  consultants  

‣  for  developing  an  Adap/ve  Learning  System  (ALS)  ‣  that  recommends,  to  its  users,  its  learning  material  ‣  stories  and  games  

‣  and  learning  tasks    ‣  reading  and  playing    

‣  to  sLmulate  their  reading  comprehension  

Page 4: Play and Learn with Learners to Early Form your Design Decisions

UCD  and  EBD  TERENCE  mixes  two  design  methodologies:  o  the  user  centred  design  (UCD),  that  is  iteraLve  and  places  users  at  the  centre  of  the  design  process  for  a@aining  usability;    

o  the  other,  the  evidence  based  design  (EBD),  that  stresses  the  role  of  empirical  evidence  for  a@aining  pedagogical  effecLveness.  

Page 5: Play and Learn with Learners to Early Form your Design Decisions

TERENCE:  UCD  +  EBD  inizio

no

rilascio

sìok?

raccolta e analisi requisiti

progettazione e sviluppo

valutazione

user requirements

evaluation

design and development

start no yes

release

Page 6: Play and Learn with Learners to Early Form your Design Decisions

Gamified  data  gathering  for  context  of  use  

Page 7: Play and Learn with Learners to Early Form your Design Decisions

From  context  of  use  to  design  Classes:    1.  the  data  gathered  via  gamified  field  studies  

were  enriched  with  data  coming  from  contextual  inquiries  with  domain  experts  and  teachers  concerning  

–  cogniLve  skills  for  reading  comprehension  2.  all  such  data  were  analysed  and  used  to  

create  user  classes,  in  parLcular,  learner  classes,  that  describe  the  relevant  user  characterisLcs,  environment  and  other  relevant  requirements  for  interacLng  with  the  TERENCE  ALS  

Personas:    1.  for  each  class  of  user,  we  created  a  persona    2.  a  persona  (see  right  figure)  vividly  depicts  the  

user  requirements  for  the  design  of    1.  the  learning  material  2.  the  adaptaLon    

of  the  TERENCE  ALS    

Page 8: Play and Learn with Learners to Early Form your Design Decisions

Thread  -­‐  Outline  

STEP  I  –  Introduc/on:  the  TERENCE  design  methodology  and  context  of  use  analysis  STEP  II  –  The  design  of  the  adaptaLon  and  learning  material  STEP  III  –  The  adapta/on  process  STEP  IV  –  The  end:  conclusions  

Page 9: Play and Learn with Learners to Early Form your Design Decisions

Relevant  bio  informa/on  

Age  range   younger,  older  

Gender   male,  female  

Reading  comprehension   4  levels  

Deafness   with/without  cochlear  implants,…  

Area   urban,  rural  

Learner  CharacterisLcs  for  AdaptaLon  

Page 10: Play and Learn with Learners to Early Form your Design Decisions

Avatar:  age,  gender  and  area  affect  the  type  of  preferred  avatar  (field  studies,  Le_FR_29):  

–  all,  independently  of  their  age,  prefer  human-­‐like  avatars  to  fantasy  or  animal  avatars  ‣  to  all,  present  first  human-­‐like  avatars  

–  female  learners  definitely  prefer  fantasy  avatars  to  animal  avatars  ‣  if  female  learner  then  present  fantasy  animals  before  animal  avatars  

–  older  children  prefer  photorealisLc  avatars,  contrary  to  younger  children    ‣  if  older  then  present  photorealisLc  avatars  as  first,  else  vice-­‐versa    

Learner  CharacterisLcs  for  AdaptaLon  

Page 11: Play and Learn with Learners to Early Form your Design Decisions

ISTC-CNR Sep 13th 2012

Page 12: Play and Learn with Learners to Early Form your Design Decisions

Relevant  bio  informa/on  

Age  range   younger,  olders  

Gender   male,  female  

Reading  comprehension   4  levels  

Deafness   with/without  cochlear  implants,…  

Area   urban,  rural  

Learner  CharacterisLcs  for  AdaptaLon  

Page 13: Play and Learn with Learners to Early Form your Design Decisions

Learner  CharacterisLcs  for  Game  Level  Design  

Design  of  game  levels  for  learners  according  to  the  cogniLve  learner  requirements  specified  via  contextual  inquiries  with  experts  

Learner  Level  

Smart  Games  

Character   Time   Causality  

Who   What   Before-­‐Aeer  

Before-­‐While  

While-­‐Aeer  

Before-­‐While-­‐Aeer  

Effect   Cause   Cause-­‐Effect  

Level  1   X   X   X   X   X   X  

Level  2   X   X   X   X   X   X   X   X  

Level  3   X   X   X   X   X   X   X   X   X  

Level  4   X   X   X   X   X   X   X  

more difficult

mor

e sk

illed

Page 14: Play and Learn with Learners to Early Form your Design Decisions

Learner  CharacterisLcs  for  Feedback  Design  

An  example  of  visual-­‐feedback  design  according  to  the  cogniLve  learner  requirements  specified  via  contextual  inquiries  with  experts—rely  on  visuo-­‐perceptual  skills  

 visual interaction

feedback visual explanatory

feedback

Page 15: Play and Learn with Learners to Early Form your Design Decisions

Thread  -­‐  Outline  

STEP  I  –  Introduc/on:  the  TERENCE  design  methodology  and  context  of  use  analysis  STEP  II  –  The  design  of  the  adaptaLon  and  learning  material  STEP  III  –  The  adapta/on  process  STEP  IV  –  The  end:  conclusions  

Page 16: Play and Learn with Learners to Early Form your Design Decisions

A  Walk  Through  –  Log  in  

Task:  logging  in  

Page 17: Play and Learn with Learners to Early Form your Design Decisions

A  Walk  Through  –  Choose  your  Avatar  

Task:  choosing  one’s  avatar,  the  learner’s  guide  through  the  system  

Page 18: Play and Learn with Learners to Early Form your Design Decisions

A  Walk  Through  –  Read  

Page 19: Play and Learn with Learners to Early Form your Design Decisions

A  Walk  Through  –  Play  

Page 20: Play and Learn with Learners to Early Form your Design Decisions

Thread  -­‐  Outline  

STEP  I  –  Introduc/on:  the  TERENCE  design  methodology  and  context  of  use  analysis  STEP  II  –  The  design  of  the  adaptaLon  and  learning  material  STEP  III  –  The  adapta/on  process  STEP  IV  –  The  end:  conclusions  

Page 21: Play and Learn with Learners to Early Form your Design Decisions

Conclusions  o  The  project  is  an  ICT  project  but  highly  mulL-­‐disciplinary    –  cogniLve  psychologists,  therapists,  computer  scienLsts,  sw  engineers,  human-­‐machine  interacLon  experts  

o  and  has  produced    –  learning  material  –  adaptaLon  rules  

based  on  user  requirements,  iniLally  specified  by  analysing  the  context  of  use  (also)  with  gamified  field  studies  with  children  o  The  project  is  at  the  end  of  the  third  year,  finishing  the  large-­‐scale  evaluaLon  

Page 22: Play and Learn with Learners to Early Form your Design Decisions

http://hixwg.univaq.it/terence/2nd-release/